[Pinned] [CS] Asteryn the Blackheart

Dread Commander Asteryn the Blackheart, leader of the Cabal of the Dying Sun

The Illidari known as Asteryn the Blackheart, was born Asteryn Truefeather, of the House of Truefeather, in the Dawnspire. After the Fall of Quel'Thalas, Asteryn left the eternal springs of Quel'Thalas with her brother Telchis Truefeather to join Kael'thas' Sunfury Regiment. Later, she remained within the Black Temple to become a demon hunter under the service of Illidan Stormrage.

90HP 1d60+15

Rank: Dread Commander

Commander Mode: Ashtongue Assassins

Ambush:Ashtongue Assassins are able to enter the battlefield stealthed. Attacking an opponent will allow them to deal an additional +25 max damage and will cause them to unstealth.Vanish:At the end of a turn, Ashtongue Assassins may attempt to restealth by rolling 1d3. A roll of 1=success.

Commander Points: 5/5

Exalted HunterCost: 1 Commander PointRetainerBonus: +5 max and mod damage/healing. When dealing damage to a demon unit, roll 1d3 to see if the unit becomes banished stunning it in place for one turn. Banished units take double damage from all sources. Bosses cannot be banished.“There were few among the Illidari that followed in Illidan’s footsteps during the Long Vigil. They alone know how to hunt and kill the foulest creatures in the nether.”

Ashtongue AssassinsCost: 1 Commander PointBonus: Upgrades the Greyheart Broken into Ashtongue Assassins, decreasing their troop total by 40 but increasing their max damage by 25 and their mod damage by +5. Grants the following abilities:Akama’s Ashtongue understand the intensity of the threat to come. In the universe’s desperation, they must consider alliances that would have been unspeakable.

Power OverwhelmingCost: 2 Commander PointsBonus: The Illidari player now deals full damage to fortified units. “Desstroy their meager defenssess. Teach them the futility of their livess.” Scale-Lord Kaar’dum

Grim ResolutionCost: 1 Commander PointBonus: Whenever another character with Greyheart Broken troop choices die, all characters with this Commander Point gains an additional die to all of their basic attacks/healing.“We will never be subdued! Our spirit is eternal!” Akama

Mean II: Your character can no longer plead or persuade other characters.

Stubborn II: At the start of diplomacy, you must pick a single type of social challenge rolls. You can only use that type of social challenge rolls for the remainder of the event.

Wanton I: Opponents have a -4 threshold for successful charm and seduction attempts against your character.

Dishonorable II: (Negates Honorable) When the party chooses the honorable route, your character must roll 1d4, where a roll of 4 means you will challenge the party leader in the direction of the action. This challenge can be verbal or through a duel.

Violent I: Whenever your character enters a situation that becomes overly tedious, they must roll a violence check of 1d4. If they roll a 4, they will violently attack someone present.

Addict I: Number your Alchemist's Belt 1 through 2 (3 if taking Alchemist). At the start of combat, your character must roll a 1d3 to prevent themselves from drinking a potion where a 3 is considered to be a failure. If they drink a potion then will they must roll 1dx, where x is the number of potion slots your character has and will drink the potion in that slot, regardless of the effect. If your character drinks a poison, deal 1d15+9 damage to self. If there are no potions available, they will be forced to roll a 1d2 to prevent themselves from being stunned each turn. A roll of 1 is considered to be successful.

Implacable I: At the start of combat, your character must choose a singular target and can only damage that singular target until it is defeated. Once defeated, they must do a check of 1d2 to prevent themselves from selecting another to focus upon. A 1 is considered to be successful.

Weapons:

Glaives: 1d10 (Crit on 7-10 for +2)Pulverize[3]: Minor Action(can also be used with other minor actions on a given turn). When used, the player’s basic attacks can deal full damage to enemy Fortified targets.

Spell Shield:Spell-Barrier[1]: Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken. Can be used as an instant.

Items: None

Alchemist Belt:

Stark Venom Poison(On both weapons): Used on melee weapons. Increases damage to a weapon(s) by +1 mod OR to a single weapon for +4 max damage. Cost: 250g

Soldier’s Pack:Dawnmending Bandages: Used at the end of a battle scene to heal a player for 1d30+5. Can be used on other players/self. Cost: 500g

Oil of the Demonic Slayer:Increases +2 mod damage/healing to all basic attacks/healings and class abilities against demonic enemies. Costs: 250g

Class Abilities:

Metamorphosis[2]: Unlocking the beast within, the Demon Hunter transforms into a demonic monster for the next two turns. They gain a 15hp shield and a +5 modifier on all basic attacks and abilities. May be used as an instant. Range: Self

Dark Flight[2]: Using demonic speed and shadowy magic, the Demon Hunter immediately closes in on its prey. The Demon Hunter may teleport themselves to any visible enemy unit on the map dealing 1d20+10 damage in the attack.Range: Unlimited

Immolation[Passive]: The Demon Hunter surrounds themselves with a powerful barrier of fel magic. They create an aura of 10ft that deals 1d7+5 damage to all enemy units within it at the end of their turn.Range: 10ft

Hunter Seeker[2]: The Waywatcher Assassin picks a single target on the field at the start of the battle giving it the ‘Prey’ debuff. If that assassin gains the killing blow on that target, they increased their critical damage for the rest of the battle by +8.Range: Self

Improved Stealth[Passive]: All classes gain the stealth mechanic as a baseline skill. For rogues, they may choose to pick up another skill instead of stealth at no penalty. Players may choose to reroll a single failed re-stealth roll once per the event.Range: Passive